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Mega Man X4 brings the X series into a new generation of consoles (X3 notwithstanding), and with that comes new mechanics and a new engine. X4 also introduces Zero as an entirely separate character to play the game with, instead of a temporary "summon" like in X3.

For those who are used to the SNES X games, you'll immediately notice the movement differences.

Changes from SNES to PSEdit

  • You no longer need to press the dash button again to do multiple dash jumps, nor do you need to press dash as you jump to do wall dash jumps. Just hold the dash button down to do dash jumps of any kind.
  • Using a normal (yellow) or half-charge (green) Buster shot while dashing does not do extra damage anymore.
  • The main weapon and special weapons have their own buttons. You can fire and charge the X-Buster with any special weapon equipped.
  • Zero does not switch weapons; his techniques either use button combinations involving the special weapon button, or replace his normal actions entirely (!); see below.
  • Zero does not have any sort of Buster like he did in the previous games. He learns eight techniques instead of gaining new weapons and they all utilize the Z-Saber.
  • Gap jumps, while very scarce in X4, do not need nearly as much precision as previous X games.
  • Holding start does not speed up textboxes; you must press buttons over and over to advance text quickly.
  • Weapon energy has a number to display the amount of uses left before being fully depleted. Note that while charging a weapon, this number temporarily changes to the amount of uses you'd have left if you then used the charge.
  • Health and weapon energy meters are solid bars instead of a stack of lines.
  • Weapon refills are instant and do not pause the game.
  • X does not have an "ultimate weapon" like the Hadouken or Shoryuken and instead has Nova Strike after getting the chest armor. However, Nova Strike has the ability to do massive damage to certain bosses (see "Techniques" below), but is a one-time use before needing to be refilled.
  • The Eight Maverick stages are divided into two smaller segments and you get a free health and ammo refill at the beginning of the second segment.
  • X has two different Arm Parts; you can only have one at a time, but you can switch by going back to the arm capsules at any time. One arm part - the Plasma shot - takes a little longer to fully charge and will leave plasma orbs behind after hitting something which will continuously do damage. The other arm part - the Stock shot - stores 4 full charged shots after a certain amount of time charging and can be fired off at any time.
  • Instead of 4 health sub-tanks, there are now 2 health sub-tanks, 1 weapon sub-tank, and the EX tank which will give you 4 lives, instead of the usual 2, if you "Game Over" or load a file that has the EX tank

RoutesEdit

ZeroEdit

100%, current routeEdit

  1. Magma Dragoon
  2. Cyber Peacock
  3. Split Mushroom

You can also do Jet Stingray first. While this makes the boss fight slightly more difficult, it puts a major RNG point at the beginning of the run, allowing for more efficient resets.

After Split Mushroom, the order of the next five stages doesn't really matter. Two popular choices:

  1. Jet Stingray
  2. Web Spider
  3. Storm Owl
  4. Slash Beast
  5. Frost Walrus

or

  1. Jet Stingray
  2. Storm Owl
  3. Slash Beast
  4. Frost Walrus
  5. Web Spider

XEdit

100%, current routeEdit

The purpose of this route is to have as few revisits as possible, along with getting the Body Part (for Nova Strike) as early as possible before Split Mushroom so that you can do the miniboss skip more easily. This route also gets the Stock Arm Part rather early which makes some Maverick fights much faster.

  1. Magma Dragoon
  2. Web Spider
  3. Storm Owl
  4. Frost Walrus
  5. Jet Stingray
  6. Slash Beast
  7. Revisit Magma Dragoon for Body Part and heart
  8. Split Mushroom
  9. Cyber Peacock

100%, old routeEdit

This route does not get the Body or Stock Arm Parts until all eight Mavericks have been defeated, which drastically lowers your damage output. However, it removes the randomness of the Storm Owl fight.

  1. Magma Dragoon
  2. Web Spider
  3. Frost Walrus
  4. Jet Stingray
  5. Slash Beast
  6. Split Mushroom
  7. Cyber Peacock
  8. Storm Owl
  9. Revisit Magma Dragoon for Body Part and heart

Low%Edit

No hearts, E/W/Ex-Tanks, or any piece of armor. This category is more challenging than the standard X category, 100%. You may not even be able to finish the final Sigma fight due to only being able to (safely) hit Face Sigma when he does his gust attack.

The most popular route for low% is identical to the former 100% route with the only differences being altered strategies for the lack of armor/health, and no need to hunt for items or revisit stages.

  1. Magma Dragoon
  2. Web Spider
  3. Frost Walrus
  4. Jet Stingray
  5. Slash Beast
  6. Split Mushroom
  7. Cyber Peacock
  8. Storm Owl

Ultimate Armor (UA)Edit

X4 introduces the Ultimate Armor, which is the standard "Forth Armor" that allows you to use Nova Strikes infinitely. To obtain the Ultimate Armor, you have to enter a code. At the character select screen, highlight X and:

  • PlayStation: press Circle twice, Left 6 times, then hold L1 and R2 until the first dialogue box.
  • Saturn: press B twice, Left 6 times, then hold L and R until the first dialogue box.

If the code is entered correctly, X will have a light purple secondary color rather than light blue. From this point, going to any armor capsule will grant the Ultimate Armor.

Any%Edit

An exact route for UA Any% doesn't matter as long as the following conditions are met:

  1. Web Spider is first (shortest distance to a capsule to get the UA)
  2. Magma Dragoon is done before Split Mushroom (for an advanced strategy called "Tower Climb")
  3. Cyber Peacock is done before Storm Owl (for shield break, see "Techniques" below)
  4. Frost Walrus is done before the first Colonel fight (for an easy setup on multi-hit Nova Strike)

100%Edit

  1. Cyber Peacock
  2. Magma Dragoon

After Magma Dragoon, the Mavericks can be defeated in any order.

Boss Damage TableEdit

Mega Man X4 Boss Damage Chart (X)
X-Buster Lightning Web Soul Body Aiming Laser Double Cyclone Rising Fire Frost Tower Ground Hunter Twin Slasher Nova Strike
Egregion 1:2:5 -- -- -- -- -- -- -- -- --
Web Spider 1:2:3 0:0 1:1 0:0 1:2 1:2 1:2 1:2 2/8:4/8 6
Split Mushroom 1:2:3 4:2 0:1 0:0 1:1 1:1 1:1 1:1 1:1 6
Cyber Peacock 1:2:3 0:0 4:1 0:0 2:2 1:2 0:0 0:0 0:0 6
Storm Owl 1:2:3 2:2 1:1 1*:* 0:0 1:2 2:2 0:0 1:2 6
Magma Dragoon 1:2:3 2:2 0:1 0:0 4:5 0:0 0:0 0:0 0:0 6
Frost Walrus 1:2:3 1:1 0:1 0:0 0:0 4:5 0:0 1:1 1:0 6
Jet Stingray 1:2:3 0:0 2:1 0:0 1:2 0:0 4:5 0:0 1:2 6
Slash Beast 1:2:3 1:1 0:1 0:0 0:0 1:0 1:0 4:5 0:0 6
Tentoroid 1:2:5 1:2 0:1 1*:2 0:0 1:3 2:3 3:2 0:0 8
Generaid Core 1:2:4 8:4 2:1 1*:8 2:4 4:8 2:8 4:6 1:6 6
Eyezard 1:2:3 0:0 0:1 0:0 2:0 4:6 0:0 1:2 1:2 6
DG-42L 2:3:6 6:4 0:2 0:0 0:0 1:4 2:4 4:6 1:6 6
Colonel 1:1:2 0:0 0:1 0:0 0:0 0:0 3:4 0:0 0:0 6
Double 0:0:2 0:0 0:0 0:0 5:5 0:0 0:0 0:0 0:0 6
General 1:1:2 0:0 0:1 0:0 0:0 0:0 0:0 0:0 3:5 6
Reaper Sigma
1st Phase
0:0:0 0:0 0:0 0:0 0:0 6:4 0:0 0:0 0:0 0
Reaper Sigma
2nd Phase
1:2:3 4:4 0:1 0:0 0:0 0:0 0:0 0:0 0:0 6
Sigma
(Ugly Face)
0:0:2 0:0 0:0 0:0 0:0 0:0 0:0 2:3 0:0 4
Sigma
(Cannon)
0:1:2 0:0 3:0 0:0 0:0 0:0 0:0 0:0 0:0 4

Notes (X):

  • For X-Buster, the first number is damage done with standard, uncharged shots; the second is damage done when the weapon is charged a bit; third number is damage done when it is fully charged.
    • A fully-charged X-Buster shot does the same damage in all of its forms (normal Charge Shot, Stock Shot, and Plasma Shot).
    • Any subsequent damage inflicted after the Plasma Shot's initial blast is 1 unit per hit.
  • For the eight Special Weapons, the first number is damage done when the weapon is used in normal fire; the second is when the weapon is used in its charged state.
  • For Special Weapons that are capable of striking more than once, damage values on this chart are listed according to how much a weapon inflicts per hit, not the total amount of damage done.
  • For Soul Body, the first number is damage done with the hologram, and the second number is damage inflicted with the buster shots fired from the solid hologram; the solid hologram itself cannot inflict damage to bosses.
  • For Tentoroid, it takes 9 units of damage when locked-on from an uncharged Aiming Laser, provided that X doesn't get hit while using it. Minimum damage is 1 unit per hit. When charged, the minimum damage is 2 units per hit.
  • For Generaid Core, it can take up to 9 units of damage when locked-on from an uncharged Aiming Laser, depending on when the weapon was fired and when the boss becomes vulnerable. Minimum damage is 1 unit per hit. When charged, the minimum damage is 8 units per hit.
  • For Storm Owl, he takes 9 units of damage when locked-on from an uncharged Aiming Laser. When charged, he can take up to 12 units of damage, depending on when the weapon was fired and the position of Storm Owl himself. Minimum damage is 1 unit per hit for both versions of Aiming Laser.
  • For Magma Dragoon, when riding on the Ride Armor in his stage, it is possible to bring the Ride Armor for the battle against him. The drilling stab inflicts 1 unit of damage against Dragoon; the overhead slash, jump slash, dash, and charge lance thrust all inflict 2 units of damage.
  • For Web Spider, hitting him directly with a normal Twin Slasher will only inflict 2 units of damage against him, and four units if Twin Slasher is charged. If Twin Slasher is used on the electric web that supports him, it will be cut, causing him to fall and take four units of damage twice for a total of 8 units of damage inflicted -- this method inflicts the same amount of damage regardless of which version of Twin Slasher is used.
  • For Colonel, damage values are exactly identical for both battles against him.
  • Credit goes to Twilight Man from MMKB for damage values.


Mega Man X4 Boss Damage Chart (Zero Saber)
First Slash Second Slash Third Slash Mid-Air Slash Wall Slash
Egregion -- -- -- 5 --
Web Spider 1 1 2 2 2
Split Mushroom 1 1 2 3 1
Cyber Peacock 1 1 3 3 1
Storm Owl 1 1 2 2 2
Magma Dragoon 1 1 1 1 1
Frost Walrus 2 2 3 2 2
Jet Stingray 1 1 2 2 2
Slash Beast 1 1 2 1 2
Tentoroid 1 1 1 1 2
Generaid Core -- -- -- 3 --
Eyezard 2 2 1 1 2
DG-42L 1 1 1 2 --
Colonel 1 1 1 -- 2
Iris 2 2 3 -- 3
General 2 2 4 -- 3
Reaper Sigma
1st Phase
-- -- -- -- --
Reaper Sigma
2nd Phase
1 1 3 -- 1
Sigma
(Ugly Face)
1 1 2 -- 2
Sigma
(Cannon)
-- -- -- -- 2
Mega Man X4 Boss Damage Chart (Zero Special Techs)
Kuuenzan Raijingeki Ryuenjin Hyouretsuzan Shippuuga Rakuhouha
Egregion -- -- -- -- -- --
Web Spider 3 0 3 2 4 1
Split Mushroom 2 4 2 2 1 0
Cyber Peacock 2 2 4 0 1 0
Storm Owl 2 2 2 1 1 2*
Magma Dragoon 2 4 0 0 1 1
Frost Walrus 3 1 5 0 1 1
Jet Stingray 2 0 0 4 1 1
Slash Beast 2 4 2 2 0 1
Tentoroid 1 1 2 3 2 1
Generaid Core 2 -- 2 3 -- 1
Eyezard 2 0 3 0 2 2
DG-42L 2 3 2 2 2 1
Colonel 2 0 2 4 2 1
Iris 2 1 4 2 2 1
General 4 3 2 2 3 1
Reaper Sigma
1st Phase
0 -- 6 0 -- 0
Reaper Sigma
2nd Phase
3 3 0 2 1 4
Sigma
(Ugly Face)
2 0 0 3 2 0
Sigma
(Cannon)
3 -- 4 2 -- 1

Notes (Zero):

  • Once Kuuenzan and Kuuenbu have been learned, it will replace Zero's mid-air slash for the remainder of the game -- the player will be unable to inflict damage with this method against Colonel, Iris, General, and all of Sigma's forms.
    • For this reason, damage values for the mid-air slash against the eight Mavericks were obtained when Split Mushroom has been fought last.
  • Minibosses such as Tentoroid and DG-42L do not have an invincibility period when struck, so Zero's slashes/techniques can deal a tremendous amount of damage as most of them can inflict multiple hits.
  • Strangely, the third slash of Zero's Z-Saber combo inflicts less damage on Eyezard than with the first two.
  • For Storm Owl, using Rakuhouha against him deals 2 units of damage for each energy bolt that hits him.
  • Credit goes to Twilight Man from MMKB for damage values.

TechniquesEdit

Saber Dash Cancel (SDC)Edit

It is possible to rapidly swing Zero's saber at any given rhythm using a technique known as SDC. On the PSx controller, with default settings, swing the saber with [square] and use [circle] to cancel the swing; then press [square] to swing again. Use this combination at various rhythms for quick-kills. Some players find the clawgrip controller technique useful.

Double Saber Dash Cancel (SSDC)Edit

This technique is a variation on SDC where the player cancels the second hit of Zero's saber combo with a dash before repeating the combo. While most enemies in the game take the same amount of damage from the second hit, there are some places in the game where SSDC saves times over SDC. Notably, SSDCing the large wall in the intro stage and Ground Sigma in the final boss fight can save quite a bit of time, as both the wall and Ground Sigma take more damage from the second saber hit than the first.

Quick General Kill (Zero)Edit

General is one of the few bosses in the game that will take damage for every frame in which Zero's saber is inside his hitbox. It is possible to kill General very quickly by climbing up his fists and slowly SDCing his head. This strategy is very RNG-dependent, and General is well-known for wasting a large amount of time in Zero runs.

"Shield Break" on Storm Owl  (X)Edit

There is a moment in Storm Owl's fight where he will have no invulnerability frames, but only if he uses his attack where he releases four Cyclones into certain positions then has them attack X and if you manage to hit Owl before a certain animation. This is known as "Shield Break."

Storm Owl will shoot four cyclones at a certain moment of the battle. After the last one he will make them go where X is. Before he launches the Cyclones, he will do a few animations that last only a few frames each before throwing his hands up. If he's shot at any moment before the animation where he throws his hands up, he'll have no invulnerability frames when he does throw his hands up so you can continuously damage Owl without invulnerability frames for, at most, 59 frames (one frame less than a second). This can damage Owl for anything between half to more than three-quarters of his health, depending on weapon used (Stock shot or Plasma shot) and player skill.

The way this works is that the animation where Owl throws his hands up causes any invulnerability frames to be negated and will not work until they wear off. He can be shot any time before he does that animation and you'll still achieve shield break so long as he has invulnerability frames when he does that animation. When the invulnerability frames wears off, he will have his shield again.

The easiest way is using the Plasma shot which can easily go through his cyclones, also it'll keep doing damage automatically. It's also possible with the Stock charge shot but it needs a good timing and, ideally, a pattern that doesn't guard him with a Cyclone (You can still do this trick if he guards himself with a Cyclone, but it requires you to damage-boost off the Cyclone then time the first shot perfectly. Even if this is done correctly, it will only do about one-third of his health in this situation). Another way, but the least effective, is shooting uncharged shots. A combination of one of the first two and the last one works best.
Stormowl

"Shield Break" on Storm Owl

This also occurs with the Aiming Laser and the Nova Strike. This is much easier to perform, gives more damage but it's only reasonable to do during the boss rush since Storm Owl's stage has the arm upgrade which is needed for the body upgrade - the Nova Strike. With this method, you want to hit Owl with Aiming Laser first then use Nova Strike right before Owl gets out of stun frames. Once Owl is out of stun frames, he'll have no invulnerability frames associated with Nova Strike hitting him so he'll take multiple Nova Strike hits rapidly. Depending on which direction he flies off after his stun frames and depending on the direction you use Nova Strike, this method can do anywhere from one-half - if the direction he flies is opposite of the direction of your Nova - to four-fifths - if the direction he flies is the same as the direction of your Nova - of his health.

Miniboss Skip (Split Mushroom, X only)Edit

The requirements for the quickest method of this skip are the arm upgrade, Rising Fire and Nova Strike (body armor upgrade). This skip avoids the trigger that locks the camera in place and forces you into the miniboss fight. In the picture below, the red line shows approximately where the camera lock happens. To do this skip, charge up Rising Fire, jump (do not dash-jump) off the sloped platform behind the floating platforms, release the charged Rising Fire, then Nova Strike. If done correctly, the miniboss will appear, but the camera will not pan over to the center of the platforms, allowing you to move over to the area exit, skipping the miniboss fight.
Sm skip

Split Mushroom's Mini-Boss Skip

There are a few alternative methods to this skip:
  • Lightning Web can be used to gain height instead of charged Rising Fire. Simply shoot a Web at the end of the sloped platform to gain height then Nova Strike over the camera-lock trigger. This method is useful if you happen to run out of Rising Fire in the room before the miniboss room.
  • If you are using the former route, which would not have Nova Strike at this point, you can use Lightning Web in place of charged Rising Fire and instead of using Nova Strike, you air dash over the camera-lock trigger. However, this method has a much smaller window for success than the first method listed.

"Shield Break" on Web SpiderEdit

Similar to Owl's "Shield Break," hitting Web Spider in a certain way will cause him to lose all invulnerability frames for a few seconds which can allow you to do massive damage to him in a short period of time. This technique can be done as either X or Zero. However, for X, it's only a really viable trick in the refight of Spider due to how precise it is with just Buster.

To do the Shield Break on Spider, you have to hit him just before he goes off screen into the trees - he should be flashing in his invulnerability frames as he disappears. While he is still in the trees he will not have any invulnerability frames until he appears on screen again.

As X, the easiest way to do the Shield Break in the refights is to hit Spider with a charged Twin Slasher just after he shoots a web then wall climb and Nova Strike into the trees after he disappears (Note: May need to adjust timing of Twin Slasher depending on how far down Spider is on screen when he shoots his web). Depending on where Spider teleports, you can do anywhere from one-eighth of his health (if you're unlucky) to three-quarters of his health. You can completely skip the second phase of Spider by doing this method if you set everything up correctly and time it properly. Note: If Twin Slasher (or whatever attack you used to trigger invulnerability frames) causes Spider to go down to half of his health as he disappears off screen, the second phase of Spider will activate and you will not be able to Shield Break him with Nova Strike.

The Shield Break is much simpler as Zero as it only requires Kuenbuu, the attack that causes Zero to spin in the air, and preferably double-jump. Simply hit Spider as he's going up then use Kuenbuu to do multiple hits on Spider while he is in the trees. However, because the position where Spider goes is random, you might not always get the Shield Break as Zero. This can reasonably be done in both fights as Zero.

Multiple Hits on ColonelEdit

Colonel is another boss that interacts very oddly with his weakness (Frost Tower/Hyouretsuzan). Typically, each time Colonel is hit with his weakness, he will gain invincibility frames for a few seconds. However, if Colonel's animation changes during this time his invincibility frames are cancelled which allow him to be hit a second time. Thus, by properly timing Frost Towers/Hyouretsuzans, it is possibly to hit Colonel two (or even three) times with the same attack.

Loading time differences with X CollectionEdit

XC is known for having no lag in the SNES remakes and really low loading times in the PSX remakes. The X4 version has more or less 56 loading screens which last a variety of seconds from 1.5 to 3.5. On the other had, the XC version's are more uniform lasting in average 1.2275 seconds, so that might produce a big time difference from version to version.

After measuring loading times from the PSX version from different places in the game, for example before the boss presentation, before the level, in between the areas, after the boss fight and after the weapon screen, and multiplying them by how many times they appear in the game, the total amount of time loss in loading screen calculated is 126.25 seconds (2.25 seconds in average per loading screen). In the XC version that amount is around 68.74 seconds. Assuming those calculations are exact and there's no other time difference between both versions, the XC version is faster than the PlayStation by 57.51 seconds which can be rounded to a minute. Still this isn't precise since loading times from different consoles may slightly vary.

NOTE: It's been found that the load times between the PS2 version and GC version of XC are much different with the GC version having much faster load times. The exact time difference, however, has not been found. It has also been found that the load times on a PS2 console and a PS2 emulator are much different, with the PS2 emulator being closer to the GC version when it comes to load times. No differences have been found between load times on a GC console and GC emulator.

Other differences with X CollectionEdit

Aside from the load times, there aren't many differences between the X Collection versions and the original versions of MMX4. However, there are a few differences that must be pointed out:

Both versionsEdit

  • The hostile gun ships (the blue ships) in Storm Owl's stage have no hitboxes while riding in the mech-suit so you simply go right through the ships while in the mech-suit. The gun ships that are used as platforms and don't attack, however, are perfectly fine.
  • The final Sigma theme starts the moment final Sigma appears on screen rather than after a textbox and audio dialogue. It resets itself after the dialogue is over

GCEdit

  • To extend on final Sigma: Sigma will randomly not play an audio dialogue after the textbox and will go straight into the fight. It is not known what causes this.

PS2Edit

  • To extend on final Sigma: Sigma will never play an audio dialogue after the textbox and will go straight into the fight.
  • Slash Beast's AI will sometimes bug out and he will simply roar at you multiple times in a row (known as the "Roar Glitch").

Due to the lack of audio dialogues on final Sigma (which removes roughly 3-5 seconds) and the Roar Glitch, which gives an incredible advantage for PS2 Zero runners, along with the fact that PS2 emulators have load times nearly equivalent to the GC X Collection version, the community has agreed to separate X4 into the original versions - PSX, Sega Saturn, PC - and the X Collection versions.

Mega Man X4 vs. Rockman X4Edit

Regional versions of a game can have anything from different text speeds or less text, to region-exclusive mechanics or glitches. The Japanese versions of X4 just have dialogue differences.

Boss DialogueEdit

In Rockman X4, the eight Mavericks have something to say between the text dialogue and the actual fight, much like the fortress Mavericks. They even say it before the refights (where there's no text). They never say anything in Mega Man X4, which cuts down a few seconds for each of the sixteen fights.

On the other hand, in Mega Man X4, the fortress bosses have a number of voice clips with varying lengths.

A rough guess would be that Rockman X4 adds around 29-36 seconds, depending on factor #2.

TextboxesEdit

Japanese games tend to be faster than their English counterparts because the Japanese language is much more compact, so you can fit more in a single box. Rockman X4 is not an exception.

Unfortunately, we only have data for X 100% at the moment.

X 100%Edit

  • Rockman X4 - 228 textboxes by English RTA timing standards; 234 textboxes by Japanese RTA timing standards
  • Mega Man X4 - 291 textboxes by English RTA timing standards; number not available for Japanese RTA timing standards

Total difference in number of textboxes: 63

Textboxes take at least five frames to mash through (one frame for text, four frames of empty box before the next text appears), so Rockman X4 saves at least 315 frames (5.25 seconds) in skipping textboxes.

Total Time DifferenceEdit

Again, Rockman X4 adds about 32 seconds due to boss dialogue, but saves about 5 seconds due to textboxes. In the end, you can assume that playing Mega Man X4 will save you roughly 30 seconds over playing Rockman X4.

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